So I've been working on porting the little bit of Froid 2 I did in C# with OpenTK to Unity. The advantages of this are less effort, less getting headaches of OpenGL weirdness, less slowness, and more fancy lighting effects:
(don't rate me programming king because this took literally 0 effort)

I will bring this into a separate thread soon - an aerospace programming thread, at least if there's some interest.

This is what was involved in the following stuff:
- Wrote an aerospace simulator that simulates orbital flight and reentry (uses X-Plane for graphics, though extends it greatly)
- VSFL Network - virtual spaceflight network, a kind of online network for simulating global spaceflight. This software syncs spacecraft state and does much more
- Radio transmission simulation - the data sent from spacecraft is sent as a radiosignal, which is received by ground stations
- Spacecraft has a 512x1 pixels CCD camera (virtual), which takes 512 pixels of grayscale data
- Spacecraft encodes this data into a specific format and sends this binary stream to the antenna
- Ground tracking stations receive this information, decode it, and if it's valid enough it goes into these pictures
- They also decode telemetry arriving from the spacecraft...

That blue thing at the beginning is a loading screen: it's threaded so that's pretty neat (I know that the video is long but it was originally 10 minutes so I couldn't get it shorter than this without missing importart parts)

Injecting custom DLLs on Steam. This registers a chat command (/ban) that I can use to ban people from FP's chatroom by 64-bit SteamID, so I can ban them after they've left. It doesn't actually print the message to the chat or send it, the only reason you see "/ban me" there is because I detached the DLL.

Currently I'm writing a word generator for constructed languages.
I'll post pictures when I'm done.
This will have the same mechanics as the name generator, but with configuration and code commenting ()

So yeah, I'm still working on this. But now it's officially the project I will use for an exam this summer.
The topic is the enemies AI. More specifically, making it lifelike (Attack when they see you, hear you, another enemy is informing of your presence).

I haven't posted any updates on my game here in a while, most of the stuff I've been working on with my friends are backend stuff, we've almost got networking done, purely UDP (complete with a dedicated server and an authentication server), we started working on a component-based entity system, and we're starting to process the terrain, currently only for AI navigation. As for graphics, I'm starting to work on fallbacks for systems that don't support OpenGL 3.3.

The most visible change so far, though, is my addition of font rendering. The game's written in C# and there are no good C# FreeType bindings (and GDI+ is windows-specific and doesn't provide enough information about glyphs to be able to pack a glyph sheet efficiently), so I wrote my own, gave it a catchy name, and released it under the MIT license. Now I'm using it in my game and since it's FreeType I have full unicode support in-game!

I was too lazy to set up a new projection matrix and shader for font rendering, so I just hacked it into the current 3d projection (the reason you see some slight aliasing artifacts is because I was probably a bit too close to it).

I guess it is. Looks better. GM really took an ugly turn after YoYo bought it.

I don't think so. I think YoYo is actually taking it in the right direction.

Porting to Windows, Mac, iPhone, iPad, Android and HTML5 makes it pretty impressive software. And the fact that they're trying to make GML compiled code is pretty impressive. Everything that people hate GM for is slowly starting to fade. If they clean up that god-awful GML it could be a really handy tool.

Porting to Windows, Mac, iPhone, iPad, Android and HTML5 makes it pretty impressive software. And the fact that they're trying to make GML compiled code is pretty impressive. Everything that people hate GM for is slowly starting to fade. If they clean up that god-awful GML it could be a really handy tool.

That is true. The last year or so they've gotten a lot done. I guess I'm just a sucker for how everything actually *looks*; both in terms of their websites and their software.

Can someone explain what's so great about Lua? I haven't used it much and I'm wondering why everyone in this forum is always raving about it despite their being a lot of languages that look similar in function.